Morrowind
0 of 0

File information

Last updated

Original upload

Created by

svengineer99

Uploaded by

svengineer99

Virus scan

Safe to use

150 comments

  1. svengineer99
    svengineer99
    • premium
    • 27 kudos
    Locked
    Sticky
    Please PM me to trigger an email notification for any bug report, question, etc.

    Otherwise it could be days/weeks/months between my logging into Nexus to check my UPDATES.
  2. Deiwos
    Deiwos
    • premium
    • 0 kudos
    So uh, for some reason using this mod causes me to lose a few gold on random cell transitions. Like 1-4 gold when passing through doors or moving between cells in the world.
  3. jayhall0315
    jayhall0315
    • member
    • 0 kudos
    A note for many who notice that this mod slowly seems to stop working. .... I installed this mod into an already heavily modded Rebirth game and everything was working fine when I began a new character. As time went by, I noticed that fewer bad guys were following me through doors and thought that some other mod had perhaps corrupted Revisited's files. The reason is that my level had risen fairly rapidly. Remember readers that if your character is ten levels higher than the bad guys pursuing you, there is zero chance they will follow through a door (except for guards). Since the vast majority of Morrowind creatures and NPCs are below level 25, by the time you get to level 30, you will see almost no one pursuing you. If you get up to level 40 or 50, the only place in the stock game you will still see creatures following you is in Solstheim. ... It does not mean your mod is broken.
  4. deleted2905154
    deleted2905154
    • account closed
    • 1 kudos
    Great mod, sadly it doesn't cooperate well with heavily modded games. In my case, it frequently causes CTDs when exiting from interiors. Total anecdote here but I suspect it might have something to do with actors resetting on cell change
  5. Painlieeer
    Painlieeer
    • member
    • 6 kudos
    Is implementing a check for locked doors feasible friend? it would make it quite more interesting with Loading Doors Lock Tune
  6. PuddingFace1902
    PuddingFace1902
    • premium
    • 25 kudos
    Hope OpenMW will get this mod someday.
    1. tauiin
      tauiin
      • supporter
      • 7 kudos
      https://www.nexusmods.com/morrowind/mods/50271
    2. PuddingFace1902
      PuddingFace1902
      • premium
      • 25 kudos
      Thank you!
  7. crazytear123
    crazytear123
    • BANNED
    • 2 kudos
    Seems to break the lightbased stealth system from morts Stealth Improved for some reason
  8. Gortag
    Gortag
    • member
    • 5 kudos
    Still the best Pursuit Enhanced mod!
  9. waterwaterfart
    waterwaterfart
    • member
    • 0 kudos
    Hi can you please allow the option to remove the whole temple/cult requirement on interventions? Otherwise amazing mod.
    1. svengineer99
      svengineer99
      • premium
      • 27 kudos
      Best I can offer without mucking with the scripting is to increase the number of "free" rides allocated to faction members:

      For new games edit the Data Files\MWSE\sve_pursuit_revisited.ini file from:
      [Intervention Rights/Credits at Rank 1:A, >1:B*(1+Rank/C) where A,B,C] = 2,1,1
      to
      [Intervention Rights/Credits at Rank 1:A, >1:B*(1+Rank/C) where A,B,C] = 999999,999999,1
      that should grant 999999 Almsivi/Divine "free" interventions on joining or or increasing faction rank in the Temple/Cult.

      For saved games that the faction has already been joined, open the console and enter:
      set sve_pursuit_teleport.free_rides_t to 999999
      and
      set sve_pursuit_teleport.free_rides_c to 999999

  10. Pherim
    Pherim
    • premium
    • 245 kudos
    My game crashes when loading savegames in certain interior cells. When I disable this mod, they can be loaded normally again. Switching to the debug .esp (or back) also works, so it's not really persistent. I can play normally for a while, and at some point a savegame cannot be loaded any more. There are always different cells affected when this happens, but when it does, savegames made in those cells crash the game every time.

    There is nothing in the MWSE.log when this happens, with the debug .esp. At least nothing related to this mod, I checked with no other MWSE mods active.
    1. svengineer99
      svengineer99
      • premium
      • 27 kudos
      Hi Pherim,
      Thanks for trying the mod and sorry for the troubles. I've had sporadic such reports but it hasn't been clear to me if it's a bug in my scripting or just some interaction with the game engine that doesn't like moving npc's away from their expected locations. In either case, did you try running the bundled save game cleaning tool (located in the saves/ folder)? I expect that should clean up your saves, although it's a bit of a hassle. If not working for you, please let me know.
    2. Pherim
      Pherim
      • premium
      • 245 kudos
      Yes, I have and it seemed to work for me. But I removed the mod from my game because of the hassle every time it breaks a savegame, sorry.
  11. IlanSmolders
    IlanSmolders
    • member
    • 5 kudos
    Can you allow us to easily disable the reset actor message? Breaks the immersion if you see that all the time. I
    1. svengineer99
      svengineer99
      • premium
      • 27 kudos
      I believe there is an ini option to disable it. Please check the readme and confirm if it works for you. Thanks!
    2. IlanSmolders
      IlanSmolders
      • member
      • 5 kudos
      will do, thanks, the mods works great, I do have a bit of crictism, I was seen by a nixhound in a cave and was chased by two angry woman who didn't spot me (I think), was this intentional? I didn't see them anywhere near the nixhound and I ran out a loading cell as soon I could
    3. IlanSmolders
      IlanSmolders
      • member
      • 5 kudos
      It works but can you make the config (not ini by the way) more easy to use for people that have knowledge about this
    4. svengineer99
      svengineer99
      • premium
      • 27 kudos
      Yeah, I will add mcm when I can find time... unless some wants to contribute it? I should be simple Lua job anyone willing to try PM me. Thanks!
    5. svengineer99
      svengineer99
      • premium
      • 27 kudos
      Yeah, sometimes pursuit extends to nearby actors may not have seen you; it’s a limitation of the current scripting. Could be tuned for shorter pursuit distance in the ini file.
    6. IlanSmolders
      IlanSmolders
      • member
      • 5 kudos
      I meant NO knowledge by the way
    7. svengineer99
      svengineer99
      • premium
      • 27 kudos
      Understood. MCM was not available when this mod was developed. I will do my best to support it in the not too distant future, unless someone else volunteers to help with it. Thank you for the suggestion.
    8. IlanSmolders
      IlanSmolders
      • member
      • 5 kudos
      Glad I could help a bit in improving, I like the concept, it has one drawback, chases all across